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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#ifndef COMMON_UTIL_H
#define COMMON_UTIL_H
#include "common/scummsys.h"
#include "common/str.h"
#include "common/array.h"
#ifdef MIN
#undef MIN
#endif
#ifdef MAX
#undef MAX
#endif
template<typename T> inline T ABS (T x) { return (x>=0) ? x : -x; }
template<typename T> inline T MIN (T a, T b) { return (a<b) ? a : b; }
template<typename T> inline T MAX (T a, T b) { return (a>b) ? a : b; }
template<typename T> inline T CLIP (T v, T amin, T amax)
{ if (v < amin) return amin; else if (v > amax) return amax; else return v; }
/**
* Template method which swaps the vaulues of its two parameters.
*/
template<typename T> inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; }
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
namespace Common {
/**
* Simple DOS-style pattern matching function (understands * and ? like used in DOS).
* Taken from exult/files/listfiles.cc
*
* Token meaning:
* "*": any character, any amount of times.
* "?": any character, only once.
*
* Example strings/patterns:
* String: monkey.s?? Pattern: monkey.s01 => true
* String: monkey.s?? Pattern: monkey.s101 => false
* String: monkey.s?1 Pattern: monkey.s99 => false
* String: monkey.s* Pattern: monkey.s101 => true
* String: monkey.s*1 Pattern: monkey.s99 => false
*
* @param str Text to be matched against the given pattern.
* @param pat Glob pattern.
*
* @return true if str matches the pattern, false otherwise.
*/
bool matchString(const char *str, const char *pat);
/**
* Print a hexdump of the data passed in. The number of bytes per line is
* customizable.
* @param data the data to be dumped
* @param len the lenght of that data
* @param bytesPerLine number of bytes to print per line (default: 16)
*/
extern void hexdump(const byte * data, int len, int bytesPerLine = 16);
/**
* Simple random number generator. Although it is definitely not suitable for
* cryptographic purposes, it serves our purposes just fine.
*/
class RandomSource {
private:
uint32 _randSeed;
public:
RandomSource();
void setSeed(uint32 seed);
uint32 getSeed() {
return _randSeed;
}
/**
* Generates a random unsigned integer in the interval [0, max].
* @param max the upper bound
* @return a random number in the interval [0, max].
*/
uint getRandomNumber(uint max);
/**
* Generates a random unsigned integer in the interval [min, max].
* @param min the lower bound
* @param max the upper bound
* @return a random number in the interval [min, max].
*/
uint getRandomNumberRng(uint min, uint max);
};
/**
* List of game language.
*/
enum Language {
ZH_TWN,
CZ_CZE,
NL_NLD,
EN_ANY, // Generic English (when only one game version exist)
EN_GRB,
EN_USA,
FR_FRA,
DE_DEU,
HB_ISR,
IT_ITA,
JA_JPN,
KO_KOR,
NB_NOR,
PL_POL,
PT_BRA,
RU_RUS,
ES_ESP,
SE_SWE,
UNK_LANG = -1 // Use default language (i.e. none specified)
};
struct LanguageDescription {
const char *code;
const char *description;
Common::Language id;
};
extern const LanguageDescription g_languages[];
/** Convert a string containing a language name into a Language enum value. */
extern Language parseLanguage(const String &str);
extern const char *getLanguageCode(Language id);
extern const char *getLanguageDescription(Language id);
/**
* List of game platforms. Specifying a platform for a target can be used to
* give the game engines a hint for which platform the game data file are.
* This may be optional or required, depending on the game engine and the
* game in question.
*/
enum Platform {
kPlatformPC,
kPlatformAmiga,
kPlatformAtariST,
kPlatformMacintosh,
kPlatformFMTowns,
kPlatformWindows,
kPlatformNES,
kPlatformC64,
kPlatformLinux,
kPlatformAcorn,
kPlatformSegaCD,
kPlatform3DO,
kPlatformPCEngine,
kPlatformApple2GS,
kPlatformPC98,
kPlatformUnknown = -1
};
struct PlatformDescription {
const char *code;
const char *code2;
const char *abbrev;
const char *description;
Common::Platform id;
};
extern const PlatformDescription g_platforms[];
/** Convert a string containing a platform name into a Platform enum value. */
extern Platform parsePlatform(const String &str);
extern const char *getPlatformCode(Platform id);
extern const char *getPlatformAbbrev(Platform id);
extern const char *getPlatformDescription(Platform id);
/**
* List of render modes. It specifies which original graphics mode
* to use. Some targets used postprocessing dithering routines for
* reducing color depth of final image which let it to be rendered on
* such low-level adapters as CGA or Hercules.
*/
enum RenderMode {
kRenderDefault = 0,
kRenderEGA = 1,
kRenderCGA = 2,
kRenderHercG = 3,
kRenderHercA = 4,
kRenderAmiga = 5
};
enum HerculesDimensions {
kHercW = 720,
kHercH = 350
};
struct RenderModeDescription {
const char *code;
const char *description;
Common::RenderMode id;
};
extern const RenderModeDescription g_renderModes[];
/** Convert a string containing a render mode name into a RenderingMode enum value. */
extern RenderMode parseRenderMode(const String &str);
extern const char *getRenderModeCode(RenderMode id);
extern const char *getRenderModeDescription(RenderMode id);
struct EngineDebugLevel {
EngineDebugLevel() : option(""), description(""), level(0), enabled(false) {}
EngineDebugLevel(uint32 l, const String &o, const String &d)
: option(o), description(d), level(l), enabled(false) {}
EngineDebugLevel(const EngineDebugLevel ©)
: option(copy.option), description(copy.description), level(copy.level), enabled(copy.enabled) {}
EngineDebugLevel &operator =(const EngineDebugLevel ©) {
option = copy.option;
description = copy.description;
level = copy.level;
enabled = copy.enabled;
return *this;
}
String option;
String description;
uint32 level;
bool enabled;
};
/**
* Adds a engine debug level.
* @param level the level flag (should be OR-able i.e. first one should be 1 than 2,4,...)
* @param option the option name which is used in the debugger/on the command line to enable
* this special debug level, the option will be compared case !insentiv! later
* @param descripton the description which shows up in the debugger
* @return true on success false on failure
*/
bool addSpecialDebugLevel(uint32 level, const String &option, const String &description);
/**
* Resets all engine debug levels
*/
void clearAllSpecialDebugLevels();
/**
* Enables a engine debug level
* @param option the option which should be enabled
* @return true on success false on failure
*/
bool enableSpecialDebugLevel(const String &option);
// only used for parsing the levels from the commandline
void enableSpecialDebugLevelList(const String &option);
/**
* Disables a engine debug level
* @param option the option to disable
* @return true on success false on failure
*/
bool disableSpecialDebugLevel(const String &option);
/**
* Lists all debug levels
* @return returns a arry with all debug levels
*/
const Array<EngineDebugLevel> &listSpecialDebugLevels();
/**
* Return the active debug flag mask (i.e. all active debug flags ORed
* together into a single uint32).
*/
uint32 getEnabledSpecialDebugLevels();
} // End of namespace Common
#if defined(__GNUC__)
void CDECL error(const char *s, ...) GCC_PRINTF(1, 2) NORETURN;
#else
void CDECL NORETURN error(const char *s, ...);
#endif
void CDECL warning(const char *s, ...) GCC_PRINTF(1, 2);
void CDECL debug(int level, const char *s, ...) GCC_PRINTF(2, 3);
void CDECL debug(const char *s, ...) GCC_PRINTF(1, 2);
void CDECL debugN(int level, const char *s, ...) GCC_PRINTF(2, 3);
void CDECL debugC(int level, uint32 engine_level, const char *s, ...) GCC_PRINTF(3, 4);
extern int gDebugLevel;
char *scumm_strrev(char *str);
#endif
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